Find quests that cannot start because the player killed the giver
In a world where players can attack anyone, the person who hands out an important job may be gone before you ever speak to them. Here is how to list the jobs at risk and which kind of backup actually closes the gap.
Why this works
Making everyone immortal solves the problem by breaking the game. The better question is until when a quest must still be possible to start, and who could be dead by then: protect only as long as the story needs, and give it a backup.
When not to use it
Skip it when losing the quest is a fine result, as in a world where a dead person's work simply stays undone. Or when the quest is optional and the story goes on without it; then the loss is the player's own doing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 18 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Find quests that cannot start because the player killed the giver" (read_entry quest-giver-killed-before-quest-starts) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP